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My first Lightwave model attempt! (WIP)
Posted: 2004-03-24 07:52am
by Crown
~`****************^`~WARNING!~`^***************`~
******************The Following is not pretty by any stretch of the Imagination*****************
***I take no responsibility for any damage that may be caused to your visual or higher mental functions***
Well you have been warned! This is what I was aiming for;
Using this guy's tutorial;
here.
So far I have done this much;
Sorry about the blue background, but if it was black you wouldn't be able to make out the cushion thingys!
So I don't know if I will keep up with this, but yeah, thought I would post it!
Posted: 2004-03-24 08:10am
by BoredShirtless
Are you a strong man Crown?
Posted: 2004-03-24 08:18am
by Crown
BoredShirtless wrote:Are you a strong man Crown?
Errr, okay I'll bite. Yes why?
Posted: 2004-03-24 08:32am
by BoredShirtless
Crown wrote:BoredShirtless wrote:Are you a strong man Crown?
Errr, okay I'll bite. Yes why?
Now don't take this the wrong way, but that model
is... a good start! Now excuse me while I go to the shithouse!
Posted: 2004-03-24 09:20am
by Shinova
Don't worry, basically everyone starts out like that in 3d modelling.
But it's a nice start though. Way better than my "hovertank".
Posted: 2004-03-24 09:40am
by Stofsk
Hey Crown. If I ever do a sci-fi TV show where the sfx come from Lightwave I'll know who to turn to.
Seriously that's a good start. Do some more, dammit!
Or, to be more precise, finish what you've started.
Posted: 2004-03-24 09:45am
by Shinova
Stofsk wrote:Hey Crown. If I ever do a sci-fi TV show where the sfx come from Lightwave I'll know who to turn to.
Small information: Babylon 5 was done with Lightwave.
Posted: 2004-03-24 12:00pm
by McC
As were parts of DS9 and virtually all of Voyager. Foundation Imaging's principal software choice
is LightWave.
Just to LW wank for a moment, I've found LW to be the best designed piece of 3D software available. Sure, Maya has a more robust physics engine, but it's a bear to learn. LightWave can be picked up in a matter of hours, where Maya takes quite a while to get used to (speaking from personal experience on both counts). And with LW8 on the horizon, it seems as though LW will finally catch up to Maya's physics engine so...
Yay for LW!
Now, OT: Crown, it looks decent so far. Kier's AP3D tutorials are excellent for beginners. Also, you might benefit from doing a google search for "lightwave tutorials" and clicking on the first link that comes up -- exceptional tutorial repository. Do every tutorial in there and you'll be in top-shape in no time
Posted: 2004-03-24 12:38pm
by Stofsk
Shinova wrote:Stofsk wrote:Hey Crown. If I ever do a sci-fi TV show where the sfx come from Lightwave I'll know who to turn to.
Small information: Babylon 5 was done with Lightwave.
I
know this, that's why I said it.
Posted: 2004-03-24 01:52pm
by Comosicus
Looking better than anything I ever did in 3D. If you like it, keep going.
Posted: 2004-03-24 06:08pm
by salm
turn on anti aliasing and it´ll be twice as good.
Posted: 2004-03-25 01:19am
by Exonerate
Add some shiny material and it'll look twice as good
Posted: 2004-03-25 02:21am
by Crown
Well I stopped following his tutorial, and thought I should try to come up with a design that I wanted to do. Which isn't to say that his tutes aren't good, they are excellent, but I am having slightly more fun with a more original design, it keeps my interest up.
Now in the spirit of remembering the warning above;
I really need to work on colour selection!
Well anyway the real annoying thing is that the best part of the model (the most detailed to date) is the pitch black ones, so unitl I get up to rendering some lights on the sucker you won't be able to make out much! (sorry)
Oh and it is obviously missing a lot of things, like a bridge for example, and engines, and CIWS, and more landing pads, etc, etc ...
Oh and
BoredShirtless;
Good one!
Posted: 2004-03-25 02:33am
by Sarevok
It is a good start.
Posted: 2004-03-25 02:39am
by Crown
evilcat4000 wrote:It is a good start.
Well, uhhh, I just realised this, but without the 'telescopic' gun turrets, I think the recoil would rip the guns off the top deck!
So I'll have to fix those up.
But thanks man, I am having fun with this.
P.S. Einy, I was thinking of you when I was designing the guns ...
Posted: 2004-03-25 05:15am
by Comosicus
It's getting better and better.
But that turret seems too small for the size of the guns .... unless you want to do an anime ship/tank/whatever
Posted: 2004-03-25 02:18pm
by salm
pull the left and the right tubes of the guns out of the thingy they´re attached to. the ends of the tubes stick out of the thingy on the top.
and turn on anti aliasing when rendering.
Posted: 2004-03-25 04:45pm
by Rye
Far better than my first ever and only attempt.
Posted: 2004-03-25 11:18pm
by Crown
salm wrote:pull the left and the right tubes of the guns out of the thingy they´re attached to. the ends of the tubes stick out of the thingy on the top.
Yeah I saw that, at this point I am thinking about re-doing all the guns.
and turn on anti aliasing when rendering.
You know that is the second time you said that, I should really start paying attention!
Posted: 2004-03-26 10:19am
by salm
Crown wrote:salm wrote:pull the left and the right tubes of the guns out of the thingy they´re attached to. the ends of the tubes stick out of the thingy on the top.
Yeah I saw that, at this point I am thinking about re-doing all the guns.
the tubes of the guns shouldn´t be in "inside" the other part anyway. in fact no polygons should cross other polygons at all since that can lead to rendering errors (at least that´s my experience with MAX, i´m not sure about lightwave).
i´d make the entire ship out of one mesh.
create the basic hull. create new polygons on the hull. extrude the gun turret, engines, bridge... and other stuff like that from these polys. create new polys on the turret. extrude the gun tubes from these newly created polys. use that technique to go further and further into detail.
make new polys - extrude.
when you´re satisfied with the degree of detail, chamfer edges and corners and stuff like that.
in case you´re worried about texturing one mesh with different textures: that´s no problem. i´m sure lightwave offers something like multi-sub-object-material which lets you cover particular polygons of your mesh with a particular texture and other areas of the mesh with other textures.